ROAR!!!!!! (56K, run away from this thread. Really.) - Page 5

ROAR!!!!!! (56K, run away from this thread. Really.)

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Caydr
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Post by Caydr »

Nah, TA stuff automagically recovers from EMP after a little while, that's what paralyzer weapons are.
Pwnedbyryan
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Post by Pwnedbyryan »

argh, i couldn't tell by ur posts if you caught people saying this or not but it needs to be fast in the beginning and then slow down as it gets higher. Otherwise, AWESOME job. Seriously.
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rattle
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Post by rattle »

Caydr wrote:Nah, TA stuff automagically recovers from EMP after a little while, that's what paralyzer weapons are.
I think he meant real EMP waves. They usually burn out the electronics ceasing stuff from functioning...
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Dragon45
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Post by Dragon45 »

Zoombie: Tom Lehr ftw. HE had six digits on one hand, you know :D




Argh: THere is *ONE* thing I want to nitpick at: the individual clouds that are going up and around aren't "swirling"; even if they just rotated bitmaps around a bit as they rose, or cycled through a quick sequence of images that made it appear as if it was swirling, it would be more convincing, That's the last piece (aside from blinding the screen, which has to be done engine-side in any case).


BUt the flash and shit is just pure pwnage; and it realy should be in screenies section.
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Dragon45
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Post by Dragon45 »

Ah blast, found something else (although this shouldnt be too bad to fix O_O )

Image

That initial particle burst is in the shape of a square when looked at vertically; might want to make it more roughly spherical.
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KDR_11k
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Post by KDR_11k »

That would require adding way too many particle classes.
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Argh
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Post by Argh »

1. I'm done. Unless Spring 0.73b's release is really delayed, then I'm pretty much feature-frozen. I have IRL stuff to take care of for awhile.

2. There isn't any way to call a timeline, guys- particles get handed a speed, period. Maybe later on JC or somebody else will write code that allows for speed ramping. The best I could do was engineer a quickie flash by developing some new particles with different properties and use them to make a flash-feeling event.

3. Because of the way that this system uses offsets on the XYZ grid, instead of calling a cone or sphere, if you look too closely, you will always see the particles form squares and cubes. The best I can do is add enough noise that it's hard to see.

4. I tried to make the smoke better, and then found out that JC's current Smoke event code doesn't call the full animation set like the generic geovent does. It just picks a smoke at random. Nor is there any way to pick a different set of smoke, and it gets used for EVERYTHING, so I was left with some really horrible choices- I could have very detailed smoke that looked horribly fake because it wasn't animating (I even used some morphing software and stuff... to find out that it was all a waste of time)... and the biggest problem is color control... there isn't any, aside from making it lighter or darker, with lightest being the original shade of the piece... which is also the color of all smoke coming from units and geovents, so it'd better be pretty light :P In short, I ended up just trashing that part, because I wasn't satisfied with the result.

I need to go to bed, take a nap, and then deal with some very serious RL stuff. Sorry folks... where it's at is about as good as it's going to get for the moment- it's not like I didn't know any of this, really, but I have to work with what the software will do at the moment, because I don't have enough time to build what I built and attempt to write patches that address these issues, some of which are not very simple to solve.
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BvDorp
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Post by BvDorp »

Argh wrote:Argh pwns for making sum choices
Hey, you rock dude! Keep it steady, RL's important!
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Fanger
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Post by Fanger »

I still wonder if after hes taken care of RL stuff if hed be inclined to write a tutorial, that also contained some benchmark particle count figures to conform to..
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Zoombie
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Post by Zoombie »

Wait wait wait.... if we have nuke explosions, as through Arguh's awsomenss, how will anti-nukes work? Will they trigger a mushroom cloud in MID AIR? Cause that would smack of serious retardation...
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Peet
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Post by Peet »

Ooo, good question...It would probly be easy to script it to make a normal spherical explosion if it doesn't detonate on teh ground.
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Caydr
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Post by Caydr »

Just have all the directional effects set not to go off if it's not impacting the ground... can be done with the sfx system. You could also have a different kind of explosion if it impacted water too... like a lot of steam rather than a lot of dirt kicked up initially.
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Argh
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Post by Argh »

Truth is, I don't know. My guess would be... yeah, probably. I guess we're going to need a patch for that, though.
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Caydr
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Post by Caydr »

No you don't, it's very simple. Answer my PMs, and perhaps I'll explain! :P
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Zoombie
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Post by Zoombie »

<imitating Darth Vader>

NOOOOOOOOOOOOOOOOOOOOOOOO!
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cyclerboy
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Post by cyclerboy »

whats going on with these latley, i want to blow some shit up!
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KDR_11k
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Post by KDR_11k »

They are implemented in several mods.
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cyclerboy
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Post by cyclerboy »

like...
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rattle
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Post by rattle »

Nanoblobs.
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